#include "GlobalParameters.inc"

/////////////
// GLOBALS //
/////////////

cbuffer WorldBuffer : register( b1 )
{
	float3 gravity;
};

cbuffer PerParticleEffectBuffer: register( b2 )
{
	float deltaTime;
};

struct VS_Input{
	float4 Position : POSITION;
	float2 UV : TEXCOORD0;	
};

struct PS_Input{
	float4 Position : SV_POSITION;	
	float2 UV: TEXCOORD0;
};

// Vxl vertex shader
PS_Input ParticleVertexShader(VS_Input vsIn){
	PS_Input psIn = (PS_Input)0;
	psIn.Position = vsIn.Position;
	psIn.UV = vsIn.UV;
	return psIn;
}

float4 ParticlePixelShader(PS_Input psIn): SV_Target
{	
	// update the textures
	return float4(1.0f, 1.0f, 1.0f, 1.0f);
}

technique11 UpdateParticlesTechnique
{
	pass
	{
		SetVertexShader( CompileShader( vs_5_0, ParticleVertexShader() ) );
		SetPixelShader( CompileShader( ps_5_0, ParticlePixelShader() ) );	
		SetRasterizerState(SOLID);		
	}
}